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brothermunro

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Everything posted by brothermunro

  1. Compatibility update for 1.5.1.0 R. Also updated the ship pack with some new designs.
  2. I haven’t changed what muzzle velocity does in the mod, that’s all hard coded. I will have a look at ballistite vs cordite though and see if there’s anything weird going on
  3. Compatibility update for UAD 1.5.1.0. Fixed a typo in penetration data of 15" guns.
  4. Heh no it’s on line 361 of params, the second value should be 0.05 not 0.0.5. Might have caused some autoresolve problems/crashes (not that I know of that happening but better safe than sorry)
  5. Updated for 1.5.0.9 Opt x4 compatibility. Fixed a minor typo in the params file.
  6. ‘Required tonnage’ is the tonnage needed for your chance to succeed to be more than zero. The tonnage required for 100% chance is usually 5-10x the ‘required’ (aka minimum) tonnage.
  7. Yeah I pressed some button combo and it now doesn’t show blocked or ricochets, and doesn’t show ‘penetration’ or ‘partial pen’ in words below the damage number. No idea how I did it 😅 do you know how to change the game’s font?
  8. ‘Dunking’ in this context would mean that the AI ships are winning with ease. It’s a term originally from basketball (where you are losing to an opposing team who are scoring a bunch of easy 2 point scores). It could also be from ‘dunking for apples’ which involves submerging your head (or ships in this case) but that seems less likely 😅
  9. Literally moments after pushing today’s update I ran into that issue myself. If you get that (ships freezing) ctrl-alt-delete and end the game’s process. When you reload the game you’ll be back on the map, the battle will regenerate and it should work properly.
  10. There have been a lot of updates! Here's another, mostly just for compatibility, but also lowered the transport loss penalty. As with many things transport related it got messed up with 1.5.0.8. @RattyB Ships stopping isn't due to the mod (as far as I know) but is a rare vanilla issue. However do not report it to the devs unless you can replicate the error without the mod as bug reports using a modded game are going to mess up their bug hunting efforts
  11. Another compatibility update. In addition I've adjusted the transport factor to account for the changes in 1.5.0.8 which, whilst unchanged, were suddenly ten times too big. If you've noticed strange economic effects in DIP 1.12.2 that is why!
  12. Yes and no. It’s a problem in the vanilla game as well but because DIP ships don’t have crazy high deceleration it makes it more visible/worse. I’ve done what I can to make it not as bad; increasing the spacing, making the max division size only four ships etc. If it really bothers you disband all divisions and make substitute ones using the follow command - this enforces the ship’s maximum speeds and you won’t get ships running into each other
  13. Compatibility update for 1.5.0.7 Opt x1 now available
  14. New update for 1.5.0.7. Includes some minor changes. Moved the ca_4_blucher 'Large Armored Cruiser' hull to become obsolete in 1935 with the 21,000 ton CA cruiser tech so that you can build max sized versions of this ship in the campaign. Added a recon boost to the starting tech to adjust the rate of identification of enemy ships. This is currently very fast so I'm looking for feedback on how fast or slow players would like identification to be.
  15. I’ve seen this as well, including on my own ships if I leave them alone. Feels like the AI is prioritising the easiest thing to destroy (like a wounded destroyer) but isn’t factoring in the chance to hit or distance like it used to.
  16. Compatibility update for the new opt x4 update. In addition I made some changes to the shell ballistics.
  17. New update to bring Opt x3 compatibility. In addition: Made some changes inspired by NAR v8 (thanks @o Barão !) to improve aiming. Changes to formations to make them less slightly less wonky. Increased AI aggression (hopefully). Tried to fix prop shaft 4&5 and oil 3 not showing up in the campaign (will NOT fix this for campaigns that already have the issue unfortunately).
  18. The cost and displacement taken up by the engines will increase dramatically if you go over the ideal speed but other than that there’s no penalty. You can reduce beam to mitigate this though!
  19. Has the rate at which enemy ships in battle get identified been changed? Seems very slow now
  20. Whereas if it’s an autoresolve only convoy battle against undefended transports somehow only one or two get sunk (same with port strikes).
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